Designing for different culture
- product supports international paper sizes, envelope sizes & address format.
- avoid integrating text in graphics
- Allow for text expansion when translated from english
- Scenarios can be used to expressing or imagined a situations to help in conceptual design
4 roles for scenarios
- A basis for overall design.
- For technical implementation.
- for cooperation within design teams.
- for cooperation across professional boundaries.
Used in plus and minus scenarios meaning which is to capture most positive or most negative consequences of a prototype design
Azura Binti Abd.Mokmin
1102700146
Monday, December 26, 2011
Sunday, December 25, 2011
week 10
Designing for different culture
Guidelines:
- Ensure that the product supports international paper sizes, envelope sizes & address format.
- Allow for text expansion when translated from english
scenarios in design
- Scenarios can be used to explicate existing work situation but are more commonly used for expressing proposed or imagined situations to help in conceptual design
- 4 roles for scenarios:
*A basis for the overall design
*For technical implementation
*As a means of cooperation with the design teams
*As a means of cooperation across professional boundaries
Generating prototypes in design:
- Steps in the travel organizer scenario
*Focus solely on the screen
*Focus solely in the environment
- Generating storyboards from use cases
- Generating card-based prototype from use cases
How to Using prototypes in design
Prototyping physical design
- Expand the cards to generate a more detailed software or paper-based pro type.
Tool support:
- To support sketching tools, environments to support icon and menu design to widget libraries and so on
Guidelines:
- Ensure that the product supports international paper sizes, envelope sizes & address format.
- Allow for text expansion when translated from english
scenarios in design
- Scenarios can be used to explicate existing work situation but are more commonly used for expressing proposed or imagined situations to help in conceptual design
- 4 roles for scenarios:
*A basis for the overall design
*For technical implementation
*As a means of cooperation with the design teams
*As a means of cooperation across professional boundaries
Generating prototypes in design:
- Steps in the travel organizer scenario
*Focus solely on the screen
*Focus solely in the environment
- Generating storyboards from use cases
- Generating card-based prototype from use cases
How to Using prototypes in design
Prototyping physical design
- Expand the cards to generate a more detailed software or paper-based pro type.
Tool support:
- To support sketching tools, environments to support icon and menu design to widget libraries and so on
Tuesday, December 20, 2011
Week 10- Physical Design: Getting Concrete
Design is about making choices and decisions.
It is where we "balance" out between (Environmental, User, Data, Usability requirement) and (Functional requirement).
When we are designing for a different culture like for international design, we should:
- Be careful about using images that depict hand gestures or people.
- Use generic icon.
- Choose colour that are not associated with national flags or political movements.
- Ensure that the product supports different calenders, date formats and time formats.
- Ensure that the product supports different formats, currencies, weights and measurement system.
- Ensure that the product supports international paper sizes, envelope sizes and address format.
- Avoid integrating text in graphics as they cannot be translated easily.
- Allow for text expansion when translated from English.
Using Scenarios in Design
Four roles for scenarios
a) A basis for overall design.
b) For technical implementation.
c) As a means of cooperation within design teams.
d) As a means of cooperation across professional boundaries.
* Used for the notion of plus and minus scenarios
- Attempt to capture most positive or most negative consequences of a particular proposed design solution.
- Help designers gain more comprehensive view of the proposal.
Generate Storyboards from Scenarios
How?
- Break into steps.
- Focus solely on screen.
- Focus solely on environment.
Designers are forced to think on the screen and also environment part seperately.
Generate Card-based Prototype from Use Cases
Paper prototype is a fast and easy way to change and re-design your interface.
Four important people are involved in Paper Prototyping which are:
- user
- person who acts as a computer
- someone who becomes the facilitator
- observer
Other ways of prototyping involves animatics and rapid sketch prototyping which uses a program to make it interactive.
Tool Support- support prototyping through sketching tools, environment to support widget and icons.
It is where we "balance" out between (Environmental, User, Data, Usability requirement) and (Functional requirement).
When we are designing for a different culture like for international design, we should:
- Be careful about using images that depict hand gestures or people.
- Use generic icon.
- Choose colour that are not associated with national flags or political movements.
- Ensure that the product supports different calenders, date formats and time formats.
- Ensure that the product supports different formats, currencies, weights and measurement system.
- Ensure that the product supports international paper sizes, envelope sizes and address format.
- Avoid integrating text in graphics as they cannot be translated easily.
- Allow for text expansion when translated from English.
Using Scenarios in Design
Four roles for scenarios
a) A basis for overall design.
b) For technical implementation.
c) As a means of cooperation within design teams.
d) As a means of cooperation across professional boundaries.
* Used for the notion of plus and minus scenarios
- Attempt to capture most positive or most negative consequences of a particular proposed design solution.
- Help designers gain more comprehensive view of the proposal.
Generate Storyboards from Scenarios
How?
- Break into steps.
- Focus solely on screen.
- Focus solely on environment.
Designers are forced to think on the screen and also environment part seperately.
Generate Card-based Prototype from Use Cases
Paper prototype is a fast and easy way to change and re-design your interface.
Four important people are involved in Paper Prototyping which are:
- user
- person who acts as a computer
- someone who becomes the facilitator
- observer
Other ways of prototyping involves animatics and rapid sketch prototyping which uses a program to make it interactive.
Tool Support- support prototyping through sketching tools, environment to support widget and icons.
Design and Prototyping - Week 10
Designing for different culture
Guidelines:
- Ensure that the product supports international paper sizes, envelope sizes & address format.
avoid integrating text in graphics as they cannot be translated easily
- Allow for text expansion when translated from english
example: coke vs. pepsi
Using scenarios in design
- Scenarios can be used to explicate existing work situation but are more commonly used for expressing proposed or imagined situations to help in conceptual design
- 4 roles for scenarios:
*A basis for the overall design
*For technical implementation
*As a means of cooperation within design teams
*As a means of cooperation across professional boundaries i.e. in a multidisciplinary team
Generating prototypes in design
Generating storyboards from scenarios:
- Steps in the travel organizer scenario
*Focus solely on the screen
*Focus solely in the environment
- Generating storyboards from use cases
- Generating card-based prototype from use cases
Using prototypes in design
Prototyping physical design:
- Expand the cards to generate a more detailed software or paper-based pro type.
Tool support:
- To support sketching tools, environments to support icon and menu design to widget libraries and so on
Amirah Farhanah Binti Daud Ahmad
1102700149
Guidelines:
- Ensure that the product supports international paper sizes, envelope sizes & address format.
avoid integrating text in graphics as they cannot be translated easily
- Allow for text expansion when translated from english
Company can decide whether-produce 1 site that appeal across all cultures OR tailor to each country's website to the local culture.
example: coke vs. pepsi
Using scenarios in design
- Scenarios can be used to explicate existing work situation but are more commonly used for expressing proposed or imagined situations to help in conceptual design
- 4 roles for scenarios:
*A basis for the overall design
*For technical implementation
*As a means of cooperation within design teams
*As a means of cooperation across professional boundaries i.e. in a multidisciplinary team
Generating prototypes in design
Generating storyboards from scenarios:
- Steps in the travel organizer scenario
*Focus solely on the screen
*Focus solely in the environment
- Generating storyboards from use cases
- Generating card-based prototype from use cases
Using prototypes in design
Prototyping physical design:
- Expand the cards to generate a more detailed software or paper-based pro type.
Tool support:
- To support sketching tools, environments to support icon and menu design to widget libraries and so on
Amirah Farhanah Binti Daud Ahmad
1102700149
Monday, December 19, 2011
Week 9- Design and Prototyping
What is Prototype?
- paper-based outline of a screen or a set of screen
- 3D paper or cardboards mockup
- stacks of hyperlink screenshot
- electronic "picture"
To me, prototype is the first sample of your product.which is use for testing purposes before the real product is made.
It allows stakeholders to interact with the envision product, gain experience in realistic setting and explore the imagined users.
Prototype:
- limited representation of a design that allows users to interact and explore it's usability.
- aid where discussing ideas with stakeholders.
- communication device among team members.
- effective ways to test ideas.
Example:
It clarify vague requirements.
To do user testing and evaluation.
Check the design direction is compatible with the rest of the system.
Types of Prototyping
1. Low-fidelity Prototype
2. High-fidelity Prototype
Low-fidelity Prototype
- Does not look very much like final product.
- Use material like paper or cardboard rather than electronic screens or metals.
- Simple, cheap and quick to produce => support ideation exploration.
Types of low-fidelity prototype includes:
Storyboard
- consist of a series of sketches showing how user might progress through a task when the product is under development.
Sketching
- relies on sketching but often find people difficult to engage in this activity.
- uses symbol or icon.
Prototyping with index cards
- use index cards (small pieces of cardboard about 3x5 inches).
- each card 1 screen.
Wizard of Oz
- uses a software based prototype
- user sits at a computer screen and interacts with the software as though interacting product.
High-fidelity Prototype
- Uses material that you would expect to be in final product and produces a prototype that looks much mire like the final thing.
- Example: Prototype of a software system developed in Visual Basic versus Paper-based Mockup.
- Common prototyping tools: Flash, Visual Basic and Smalltalk.
- Issues with high-fidelity prototype:
= take too long to build
= reviewers and testers tend to comment on superficial aspects rather than content
= developers are reluctent to change something that have created for hours
= can set high expectations
= one bug can bring test to a halt
= useful for selling ideas.
Advantages of low-fidelity prototypes:
- lower development costs
- evaluate multiple design concepts
- useful communication device
- address screen layout issue
- useful for identifying market
- proof-of-concept
Compromises (intention to produce something quickly to test an aspect of the product)
Prototype design built with key issue.
Two common compromises
- Horizontal prototyping
- Vertical prototyping
Conceptual design: moving from requirements to first design
- Concept model: an outline of what people can do with a product and what concepts are needed to understand how to interact with it.
- Discuss ideas with stakeholders.
- Use low-fidelity.
- Iteration.
Developing Initial Conceptual Model
- Interface metaphor = help user understand
- Interface types = support user activity
- Interface types = suggest alterative design option
3 steps in choosing a good interface metaphor
- understand what the system do
- generate the metaphor
- understand bits
Evaluating metaphor
Four types of Interaction
- Instructing
- Conversing
- Manipulating
- Exploring
Example: Computer games implied these interaction. Instructing (tutorial), Conversing (talking to players and NPC; non-player characters), Manipulating (changing costume, face expression or style) and Exploring (new places in the game).
Interface types- different interface types prompt and support perspective on product under development
- WIMP or GUI interface
- Sharable interface
- Tangible interface
- Advanced graphical interface
- paper-based outline of a screen or a set of screen
- 3D paper or cardboards mockup
- stacks of hyperlink screenshot
- electronic "picture"
To me, prototype is the first sample of your product.which is use for testing purposes before the real product is made.
It allows stakeholders to interact with the envision product, gain experience in realistic setting and explore the imagined users.
Prototype:
- limited representation of a design that allows users to interact and explore it's usability.
- aid where discussing ideas with stakeholders.
- communication device among team members.
- effective ways to test ideas.
Example:
It clarify vague requirements.
To do user testing and evaluation.
Check the design direction is compatible with the rest of the system.
Types of Prototyping
1. Low-fidelity Prototype
2. High-fidelity Prototype
Low-fidelity Prototype
- Does not look very much like final product.
- Use material like paper or cardboard rather than electronic screens or metals.
- Simple, cheap and quick to produce => support ideation exploration.
Types of low-fidelity prototype includes:
Storyboard
- consist of a series of sketches showing how user might progress through a task when the product is under development.
Sketching
- relies on sketching but often find people difficult to engage in this activity.
- uses symbol or icon.
Prototyping with index cards
- use index cards (small pieces of cardboard about 3x5 inches).
- each card 1 screen.
Wizard of Oz
- uses a software based prototype
- user sits at a computer screen and interacts with the software as though interacting product.
High-fidelity Prototype
- Uses material that you would expect to be in final product and produces a prototype that looks much mire like the final thing.
- Example: Prototype of a software system developed in Visual Basic versus Paper-based Mockup.
- Common prototyping tools: Flash, Visual Basic and Smalltalk.
- Issues with high-fidelity prototype:
= take too long to build
= reviewers and testers tend to comment on superficial aspects rather than content
= developers are reluctent to change something that have created for hours
= can set high expectations
= one bug can bring test to a halt
= useful for selling ideas.
Advantages of low-fidelity prototypes:
- lower development costs
- evaluate multiple design concepts
- useful communication device
- address screen layout issue
- useful for identifying market
- proof-of-concept
Compromises (intention to produce something quickly to test an aspect of the product)
Prototype design built with key issue.
Two common compromises
- Horizontal prototyping
- Vertical prototyping
Conceptual design: moving from requirements to first design
- Concept model: an outline of what people can do with a product and what concepts are needed to understand how to interact with it.
- Discuss ideas with stakeholders.
- Use low-fidelity.
- Iteration.
Developing Initial Conceptual Model
- Interface metaphor = help user understand
- Interface types = support user activity
- Interface types = suggest alterative design option
3 steps in choosing a good interface metaphor
- understand what the system do
- generate the metaphor
- understand bits
Evaluating metaphor
Four types of Interaction
- Instructing
- Conversing
- Manipulating
- Exploring
Example: Computer games implied these interaction. Instructing (tutorial), Conversing (talking to players and NPC; non-player characters), Manipulating (changing costume, face expression or style) and Exploring (new places in the game).
Interface types- different interface types prompt and support perspective on product under development
- WIMP or GUI interface
- Sharable interface
- Tangible interface
- Advanced graphical interface
Tuesday, December 13, 2011
Design and Prototyping - Week 9
What is a prototype?
- Paper-based outline of a screen/sets of screens
- Electronic "picture"
- 3 dimensional paper/cardboard mockup
- Stack of hyperlinked screen shots
Allows stakeholders to:
- Interact with an envisiones product
- Gain experience in realistic setting
- Explore imagines uses
- Aids when discussing ideas with stakeholders
- Communication device among team members
- Effective ways to test ideas
Example:
*Clarify vague requirements
*To do user testing and evaluation
*Check a certain design
Types of prototyping:
- Low-fidelity (does not look very much like the final product; simple)
- High-fidelity (uses material that you would expect to be in the final product)
Low-fidelity:
-Storyboard
*Ex: Screens of GUI-based software, scene sketches
-Sketches
*Device own symbol and icons
- Index cards
*Step through cards
-Wizard of Oz
Compromises in Prototyping:
- Two common compromises:
*Horizontal prototyping
*Vertical prototyping
Conceptual designs: moving from requirements to first design
- Is concern with transforming needs and requirements into a conceptual model
Key guiding principles:
- Keep an open mind
- Discuss ideas with other stakeholders
- Use low-fidelity prototyping
- Iterate, iterate, iterate
Developing an initial Conceptual Model:
- Some elements in a conceptual model will derive from the requirements of the product
Interaction types:
- Instructing
- Conversing
- Manipulating
- Exploring
Interface types:
- WIMP?GUI interface
- Sharable interface
- Tangible interface
- Advanced graphical interface
Amirah Farhanah Binti Daud Ahmad
1102700149
- Paper-based outline of a screen/sets of screens
- Electronic "picture"
- 3 dimensional paper/cardboard mockup
- Stack of hyperlinked screen shots
Allows stakeholders to:
- Interact with an envisiones product
- Gain experience in realistic setting
- Explore imagines uses
A prototype is a limited presentation that allows users to interacts and explore its usability.
- Aids when discussing ideas with stakeholders
- Communication device among team members
- Effective ways to test ideas
Example:
*Clarify vague requirements
*To do user testing and evaluation
*Check a certain design
Types of prototyping:
- Low-fidelity (does not look very much like the final product; simple)
- High-fidelity (uses material that you would expect to be in the final product)
Low-fidelity:
-Storyboard
*Ex: Screens of GUI-based software, scene sketches
-Sketches
*Device own symbol and icons
- Index cards
*Step through cards
-Wizard of Oz
Compromises in Prototyping:
- Two common compromises:
*Horizontal prototyping
*Vertical prototyping
The prototype must be designed and built with the key issues in mind.
Conceptual designs: moving from requirements to first design
- Is concern with transforming needs and requirements into a conceptual model
Key guiding principles:
- Keep an open mind
- Discuss ideas with other stakeholders
- Use low-fidelity prototyping
- Iterate, iterate, iterate
Developing an initial Conceptual Model:
- Some elements in a conceptual model will derive from the requirements of the product
Interaction types:
- Instructing
- Conversing
- Manipulating
- Exploring
Interface types:
- WIMP?GUI interface
- Sharable interface
- Tangible interface
- Advanced graphical interface
Amirah Farhanah Binti Daud Ahmad
1102700149
Monday, December 12, 2011
Design and Prototyping (week 9)
Interaction studies
Design and prototyping
What is prototype?
-start in small scale, full of bugs, not properly functioning
Example ;
• Paper based-outline
• Electronic outline
• 3d paper/cardboard mock-up
• Stack of hyperlinked screen shots
Meant for stakeholder to ;
-interact with envisioned product
- Gain experience in realistic setting
- Explore imagined uses
A prototype is a limited presentation that allows users to interacts and explore its usability.
It is an helpful aid when discussing with stakeholders.
It also can be use as a communication device among team members.
It is an effective way to test an idea
Ex : clarify vague requirements, to do user testing and evaluation, check the design compability
2 types of prototyping
- Low-fidelity and high fidelity
LOW FIDELITY
= one dies not look very much like the final product
Ex ; uses material that are very different from the intended final version such as paper,cardboard
(Storyboard to be exact)
# tend to be simple,cheap and quick to produce (support exploration of alternative designs and ideas)
# important during conceptual design but are not meant to be included in final project
High-fidelity
= uses material that you would expect in to be in the final product.
Issues?
- Take too long to build
- Reviewers and testers tend to comment on superficial aspects rather than content
- Developers are reluctant to change something they have crafted for hours.
- A software prototype can set expectations to high
- Just one bug in a high-fidelity prototype can bring the testing to halt
= Useful for selling ideas and for testing out technical issues.
Compromises in prototyping
= intention to produce something to give the users an input.
#must be designed and built with the key issues in mind.
2 common compromises ( Horizontal and vertical prototyping)
Concept model is an outline of what people can do with the produc and what concepts are needed to understand how to interact with it.
Some elements in a conceptual model will derive from the requirements for the product.
In simple words : TRY AND ERROR !
Azura Binti Abd.Mokmin
1102700146
Design and prototyping
What is prototype?
-start in small scale, full of bugs, not properly functioning
Example ;
• Paper based-outline
• Electronic outline
• 3d paper/cardboard mock-up
• Stack of hyperlinked screen shots
Meant for stakeholder to ;
-interact with envisioned product
- Gain experience in realistic setting
- Explore imagined uses
A prototype is a limited presentation that allows users to interacts and explore its usability.
It is an helpful aid when discussing with stakeholders.
It also can be use as a communication device among team members.
It is an effective way to test an idea
Ex : clarify vague requirements, to do user testing and evaluation, check the design compability
2 types of prototyping
- Low-fidelity and high fidelity
LOW FIDELITY
= one dies not look very much like the final product
Ex ; uses material that are very different from the intended final version such as paper,cardboard
(Storyboard to be exact)
# tend to be simple,cheap and quick to produce (support exploration of alternative designs and ideas)
# important during conceptual design but are not meant to be included in final project
High-fidelity
= uses material that you would expect in to be in the final product.
Issues?
- Take too long to build
- Reviewers and testers tend to comment on superficial aspects rather than content
- Developers are reluctant to change something they have crafted for hours.
- A software prototype can set expectations to high
- Just one bug in a high-fidelity prototype can bring the testing to halt
= Useful for selling ideas and for testing out technical issues.
Compromises in prototyping
= intention to produce something to give the users an input.
#must be designed and built with the key issues in mind.
2 common compromises ( Horizontal and vertical prototyping)
Concept model is an outline of what people can do with the produc and what concepts are needed to understand how to interact with it.
Some elements in a conceptual model will derive from the requirements for the product.
In simple words : TRY AND ERROR !
Azura Binti Abd.Mokmin
1102700146
week 8
what are requirements?
-statement about an intended product that specifies what it should do or how it should perform.
-should be specify,unambiguos and clear as possible
-ex : time to download any complete web page is less than 5seconds vs teenage girl should find the site appealing.
- must know how to tell when they have been fulfilled.
types of requirements :
functional requirement
-what the system should do
-ex : word processor should support a variety
interaction design :
-functional requirement
-data requirement
-environmental requirement
-user characteristic
fucntional requirement:
-capture what the product should do.
data requirement:
-capture the type,volating,size/amount,persistance,accuracy,and value of requirred data.
ex: share-dealing application.
environmental requirement/context of use :
the circumstance in which interactive product will be expected to operate.
-four characteristic of environmental requirement :
=physical environment
=social environement
=organisational environment
=techinical environment
user characteristic :
-capture the key attributes of the intended user group.
=user abilities and skills,users nationality,educational background,preference,personal circumstances.physical or mental disabilties
=the collection of attributes for a typical user is called a user profilee.
=any one product may have a number of different user profiles.
=to bring user profiles to life,they are turned into a number of personas
=personas are richn description of typical users of the product under development that the designer can focus on design the product for. they dont describe real people but are synthesized a number of real user sho have been involved in data gathering exercised.
usability goals
-effectiveness.efficiency,safety,utilit -> user preferences
user experienced goals
-fun,enjoyable,pleasurable..aesthetically,pleasing and motivating -> user's perception
-statement about an intended product that specifies what it should do or how it should perform.
-should be specify,unambiguos and clear as possible
-ex : time to download any complete web page is less than 5seconds vs teenage girl should find the site appealing.
- must know how to tell when they have been fulfilled.
types of requirements :
functional requirement
-what the system should do
-ex : word processor should support a variety
interaction design :
-functional requirement
-data requirement
-environmental requirement
-user characteristic
fucntional requirement:
-capture what the product should do.
data requirement:
-capture the type,volating,size/amount,persistance,accuracy,and value of requirred data.
ex: share-dealing application.
environmental requirement/context of use :
the circumstance in which interactive product will be expected to operate.
-four characteristic of environmental requirement :
=physical environment
=social environement
=organisational environment
=techinical environment
user characteristic :
-capture the key attributes of the intended user group.
=user abilities and skills,users nationality,educational background,preference,personal circumstances.physical or mental disabilties
=the collection of attributes for a typical user is called a user profilee.
=any one product may have a number of different user profiles.
=to bring user profiles to life,they are turned into a number of personas
=personas are richn description of typical users of the product under development that the designer can focus on design the product for. they dont describe real people but are synthesized a number of real user sho have been involved in data gathering exercised.
usability goals
-effectiveness.efficiency,safety,utilit -> user preferences
user experienced goals
-fun,enjoyable,pleasurable..aesthetically,pleasing and motivating -> user's perception
Requirements - Week 8
Requirements are:
- Statement about intended product that is specific. Specifies what it should do and how it should perform.
- Should be specific, unambigous and clear as possible.
- Must know how to tell when they have been fulfilled.
Types of requirements
- Functional (what the system should do)
- Non-functional (constraints and development)
Interaction Design
- Functional requirements
- Data requirements
- Environmental requirements/context of use
*Physical
*Social
*Organisational
*Technical
User Characteristics:
Usability goal ==> Effectiveness, efficiency, safety ==> User's performance
User experience goals ==> Fun, enjoyable, pleasurable ==> User's perceptions
4 techniques that have a user-centered focus and are used to understand user's goal and tasks:
- Scenarios (informal narrative description)
- Use cases (emphasis on user-system interaction/ its from the user’s perspective, not the system’s)
- Task analysis (used mainly to investigate an existing situation, not to envision new products)
- Essential use cases (developed to combat the limitations of scenarios and use cases)
What to achieve?
Understand user + Produce a set of stable requirements = DESIGN
Amirah Farhanah Binti Daud Ahmad
1102700149
- Statement about intended product that is specific. Specifies what it should do and how it should perform.
- Should be specific, unambigous and clear as possible.
- Must know how to tell when they have been fulfilled.
Types of requirements
- Functional (what the system should do)
- Non-functional (constraints and development)
Interaction Design
- Functional requirements
- Data requirements
- Environmental requirements/context of use
*Physical
*Social
*Organisational
*Technical
User Characteristics:
Usability goal ==> Effectiveness, efficiency, safety ==> User's performance
User experience goals ==> Fun, enjoyable, pleasurable ==> User's perceptions
4 techniques that have a user-centered focus and are used to understand user's goal and tasks:
- Scenarios (informal narrative description)
- Use cases (emphasis on user-system interaction/ its from the user’s perspective, not the system’s)
- Task analysis (used mainly to investigate an existing situation, not to envision new products)
- Essential use cases (developed to combat the limitations of scenarios and use cases)
What to achieve?
Understand user + Produce a set of stable requirements = DESIGN
Amirah Farhanah Binti Daud Ahmad
1102700149
Week 8- Requirements
What are requirements?
- Statements of an intended product which specifies what it should do or how it should perform.
- Must be specific, unambiguous (not open to more than 1 interpretations) and clear.
- Must know how to tell when they have been fulfilled.
Example:- Having to fulfill a requirement of loading time within 3 seconds and teenage children should find the site appealing.
In Software Engineering, there are 2 types of requirements:-
1) Functional requirements (what does the system do)
2) Non-functional requirements (what are the constraints there are on the system and its development)
Generally, there are many like:-
1) Functional requirement (capture what the product should do)
2) Data requirement (capture the type, votality, size/amount and persistence of the product)
3) Environmental requirement (context of use)
4) User characteristics (capture the key attributes of an intended user group)
5) Usability and user experience goals (how well the user perform to achieve applications goals and
their perceptions)
Environmental requirements has 4 characteristics:-
a. Physical environment - Lighting, noise and dust.
b. Social environment - Social aspects of interaction design collaboration and coordination (how many user interact with the design)
c. Organizational environment - How good is the user support
d. Technical environment - The different technologies the product will work on (constraints)
User characteristics is to gather samples on:-
- user's ability, skills, nationality, educational background, preferences, personal circumstances, physical or mental disabilities.
- collection of attributes "a typical user" is called a User Profile.
- a product may have different user profiles.
- to bring user profile to life, they turned it into a number of personas.
- Personas are rich descriptions of typical users.
Samples (gathered in large amount) --change to--> Personas (and also given names) like:
Persona A: Joe Persona B: Amy
User Goals (also known as user performance)- effectiveness, efficiency, safety, utility, learnability and tracking.
User Experience Goals (also known as user perceptions)- fun, enjoyable, pleasurable and aesthetically.
Data Gathering
Interviews:
Semi-structured- preset questions
Unstructured- can ask more questions than the given preset questions.
Focus group
Questionnaires- gather initial responses.
Direct observation- looking at the user using old platform as we make a new application but might be influence by the old platform
Indirect observation
Studying documentation- existing documentations
Researching similar products- compare different product with the same function
Data Gathering Method must have more than one technique. Triangulation is the best way to obtain a better results of data.
Contextual Inquiry- an approach that follows apprentice model: designer works as an apprentice to user
1) Context:- Emphasize on going to workplace and see what happen.
2) Partnership:- Developer and user collaborate in understanding the work
3) Interpretation:- Observations must be interpreted.
4) Focus:- Data gather focus on user.
Stockholders: Everyone who is involved in building the application.
From prototypes, task and descriptions all of it is an Iterative process (repeating process)
Four techniques that have a user-centered focus.
a. Scenarios
- help users to describe
- like storytelling method from the user
- extract what they like and dislike
b. Use Cases
- user-system interaction
- users are called an "actor"
- form of text or graphical
c. Essential use care
- to combat limitations by scenarios and use cases.
- does not restrict to technology
d. Task analysis
- to investigate an existing situation, not to envision new products
- based on existing system rather than new ones
What are we trying to achieve in requirement activity?
Understand User + Produce a set of stable requirements = Design
A design and it's processes is mostly based on the "Users".
User requirements ====> Lots of Research ====> Analyze ====> Categorize ===> Design
- Statements of an intended product which specifies what it should do or how it should perform.
- Must be specific, unambiguous (not open to more than 1 interpretations) and clear.
- Must know how to tell when they have been fulfilled.
Example:- Having to fulfill a requirement of loading time within 3 seconds and teenage children should find the site appealing.
![]() |
| 3 second loading requirement to log in the game Pockie Ninja. |
![]() |
| Pockie Ninja Game site. |
In Software Engineering, there are 2 types of requirements:-
1) Functional requirements (what does the system do)
2) Non-functional requirements (what are the constraints there are on the system and its development)
Generally, there are many like:-
1) Functional requirement (capture what the product should do)
2) Data requirement (capture the type, votality, size/amount and persistence of the product)
3) Environmental requirement (context of use)
4) User characteristics (capture the key attributes of an intended user group)
5) Usability and user experience goals (how well the user perform to achieve applications goals and
their perceptions)
Environmental requirements has 4 characteristics:-
a. Physical environment - Lighting, noise and dust.
b. Social environment - Social aspects of interaction design collaboration and coordination (how many user interact with the design)
c. Organizational environment - How good is the user support
d. Technical environment - The different technologies the product will work on (constraints)
User characteristics is to gather samples on:-
- user's ability, skills, nationality, educational background, preferences, personal circumstances, physical or mental disabilities.
- collection of attributes "a typical user" is called a User Profile.
- a product may have different user profiles.
- to bring user profile to life, they turned it into a number of personas.
- Personas are rich descriptions of typical users.
Samples (gathered in large amount) --change to--> Personas (and also given names) like:
Persona A: Joe Persona B: Amy
User Goals (also known as user performance)- effectiveness, efficiency, safety, utility, learnability and tracking.
User Experience Goals (also known as user perceptions)- fun, enjoyable, pleasurable and aesthetically.
Data Gathering
Interviews:
Semi-structured- preset questions
Unstructured- can ask more questions than the given preset questions.
Focus group
Questionnaires- gather initial responses.
Direct observation- looking at the user using old platform as we make a new application but might be influence by the old platform
Indirect observation
Studying documentation- existing documentations
Researching similar products- compare different product with the same function
Data Gathering Method must have more than one technique. Triangulation is the best way to obtain a better results of data.
Contextual Inquiry- an approach that follows apprentice model: designer works as an apprentice to user
1) Context:- Emphasize on going to workplace and see what happen.
2) Partnership:- Developer and user collaborate in understanding the work
3) Interpretation:- Observations must be interpreted.
4) Focus:- Data gather focus on user.
Stockholders: Everyone who is involved in building the application.
From prototypes, task and descriptions all of it is an Iterative process (repeating process)
Four techniques that have a user-centered focus.
a. Scenarios
- help users to describe
- like storytelling method from the user
- extract what they like and dislike
b. Use Cases
- user-system interaction
- users are called an "actor"
- form of text or graphical
c. Essential use care
- to combat limitations by scenarios and use cases.
- does not restrict to technology
d. Task analysis
- to investigate an existing situation, not to envision new products
- based on existing system rather than new ones
What are we trying to achieve in requirement activity?
Understand User + Produce a set of stable requirements = Design
A design and it's processes is mostly based on the "Users".
User requirements ====> Lots of Research ====> Analyze ====> Categorize ===> Design
Monday, December 5, 2011
Week 8 - Identifying Needs and Establishing requirements
What are REQUIREMENT?
# a statement about what it should do or how it should perform
# should be specific, unambiguous and clear as possible
#Must know how to tell when they have been fulfilled
Example : I want a completed web page to be loaded in less than 5 seconds.
Types of requirement
Divided in 2 :
- Functional requirement (what the system should do) EX : word processor
- non-functional requirement (constraints and development)
Types of requirement
Interaction design
*Functional requirement = Capture what the product should do
*data requirement
*environmental requirement = circumstances in which interactive product will be expected to operate
*visual characteristic
USABILITY GOALS - how well the users can perform
USER EXPERIENCE GOALS - the perception of the users
Data gathering will need to expand and clarify and confirm initial requirement
Data gathering are influenced by several factors ;
-nature of the task
- the participants
-the analyst
- the resources available
*more than one method used to triangulate things,
CONTEXTUAL INQUIRY
*an approach that follows an apprenticeship model : the designer works as an apprentice to the user
4 main principle;
-context
-partnership
-Interpretation
-focus
4 techniques that have user centred focus= are used to understand user’s goal and tasks ;
-scenario (informal narrative description)
-use cases ( emphasis on user-system interaction/ its from the user’s perspective, not the system’s)
# can be shown using text or graphical information
-essential use cases (developed to combat the limitations of scenarios and use cases)
-task analysis (used mainly to investigate an existing situation, not to envision new products)
What are we trying to achieve?
-Understand the user
-Produce a set of stable requirements
WHY those two essential? It is to DESIGN.
Azura binti abd.mokmin
1102700146
# a statement about what it should do or how it should perform
# should be specific, unambiguous and clear as possible
#Must know how to tell when they have been fulfilled
Example : I want a completed web page to be loaded in less than 5 seconds.
Types of requirement
Divided in 2 :
- Functional requirement (what the system should do) EX : word processor
- non-functional requirement (constraints and development)
Types of requirement
Interaction design
*Functional requirement = Capture what the product should do
*data requirement
*environmental requirement = circumstances in which interactive product will be expected to operate
*visual characteristic
USABILITY GOALS - how well the users can perform
USER EXPERIENCE GOALS - the perception of the users
Data gathering will need to expand and clarify and confirm initial requirement
Data gathering are influenced by several factors ;
-nature of the task
- the participants
-the analyst
- the resources available
*more than one method used to triangulate things,
CONTEXTUAL INQUIRY
*an approach that follows an apprenticeship model : the designer works as an apprentice to the user
4 main principle;
-context
-partnership
-Interpretation
-focus
4 techniques that have user centred focus= are used to understand user’s goal and tasks ;
-scenario (informal narrative description)
-use cases ( emphasis on user-system interaction/ its from the user’s perspective, not the system’s)
# can be shown using text or graphical information
-essential use cases (developed to combat the limitations of scenarios and use cases)
-task analysis (used mainly to investigate an existing situation, not to envision new products)
What are we trying to achieve?
-Understand the user
-Produce a set of stable requirements
WHY those two essential? It is to DESIGN.
Azura binti abd.mokmin
1102700146
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